Many science fiction stories have spacecraft functioning as the homes of their characters rather than being transportation. What additonal cabin substitutes for habitats can you think of that would make a spacecraft a home rather than a vehicle? I will give a couple suggestions:

Gourmet Kitchen: A free fall adapted kitchen with the best cooking equipment that is capable of allowong one person to produce fresh gourmet meals for twenty people per meal period from preserved ingredients. Any crew member who receives gourmet meals for a month will receive a +1 morale bonus to their skills due to good morale.

Spice Garden: Spices allow people who operate in free fall to enjoy food because they can taste what they are eating. Every cabin worth of spice gardens provides the hydroponics systems required to grow sufficient spices for 20 people. If a spacecraft possesses sufficient spices to support its crew, its crew receives a +1 bonus to their skills due to good morale. Extra spices may be traded among spacers for the equivalent of $30 per person-month of spices or may provide a +1 reaction bonus when given as gifts to spacers.

I think that any cabin substitution should probably provide a minor bonus to the crew or enhance their capabilities.

Meditation Chamber: A dedicated room meant to facilitate contemplation, meditation, and relaxation. Characters gain a +1 on Fright Checks when they spend a minimum of one hour a day in a meditation chamber.

VR Training Room: A dedicated room capable of training up to 10 people through VR. Characters gain the same benefit of having a qualified teacher when self-training or intensive training when they have a qualified teacher.

Well depending on the size of the starship and the type of tech you want in it, almost anything. I seem to remember seeing deck plans for on of the old Enterprises that had a recreation deck that pool tables, bowling alley, basketball court, among other physical recreation type stuff. Now something the size of say the Millennium Falcon, which had just a holo chess table, would not have a whole lot. Now the newer Next Gen Enterprise had a Holo deck, which would be all you might need, as it could generate anything thing you would need at the time. I hope that was helpful.

Head, Zero-G (1): This dedicated facility provides two spacious restrooms, with the needed water tanks and filters. It's less a matter of technology and more one of space dedicated to the task, including specialized plumbing and seals needed to ensure a comfortable and sanitary experience. One can even take a full shower in this room. Available at TL7 and up, but until TL9, it only provides one restroom instead.

Head, Gravity (1): An elaborate restroom facility providing an extravagant experience... provided that the ship has some form of artificial gravity. Each system provides two large restrooms suitable for impressing even the most decadent of passengers.

Expanded Airlock (1): Increases the number of airlocks on the vessel by one. The additional airlock has a spacious primary chamber and it also has an external area suited for storage or preparation. Alternatively, it can add 6 normal-sized airlocks.

Interstitial Space (1): Provides open, inhabitable space with twice the floorspace of a normal habitat, but half the vertical clearance. This can be as ordinary as a drop ceiling above an office space, or as odd -- even pointless -- as kilometers of cramped corridors hidden behind secret panels going nowhere, doing nothing. If a ship has at least one Interstitial Space for every 39 other cabin equivalents, the GM may reduce the crew required for the habitat modules. Additionally, posh passengers may appreciate having functional elements of the ship design hidden.

Gestation Chamber (1): For alien races that have a sessile reproductive phase, the Gestation chamber is a climate-controlled room for that purpose, often with extensive protection around it. The room is not very useful for active crew members -- except possibly as a place to relax -- but it does have sufficient backup power and air to maintain a safe habitat for five times as long, provided only the appropriate number of eggs, queens, or broodlings are there, determined by their SM and life support requirements.

Memorial (1): This somber room often has some kind of view to space. Its primary purpose, however, is to provide a place to remember and appreciate either perished crewmates and friends, or to acknowledge and reflect on some tragic event. Crew who have access to an appropriate memorial room may receive a bonus on willpower rolls related to grief. Some cultures, of course, may use alternate forms which less somber and more celebratory, though the function remains the same.

Ley Node (3): A large room with complicated magical dynamics allows the starship to function as a mobile node of a specific magical or psionic network. Practitioners of that field of esoteric study are able to tap into that node as normal. It is possible to strengthen the node by adding additional adjacent Ley Nodes. Especially colossal ships (generally, larger than 1km long,) may have more than one node installed.

I think that any cabin substitution should probably provide a minor bonus to the crew or enhance their capabilities.

I tend to disagree. The benefit of, say, a really good kitchen should probably be limited to a bonus to Cooking. If you feel good meals give a bonus due to morale (though I think +1 to all skills is far too generous), it should be tied to effective Cooking skill rather than equipment. After all, I'm pretty sure Emeril Lagasse could make better meals in a hotel efficiency kitchen than I could make in the finest restaurant kitchen in Paris.

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RyanW
If H2O2 is hydrogen peroxide, is H2O two hydrogens peroxide?

Many science fiction stories have spacecraft functioning as the homes of their characters rather than being transportation. What additonal cabin substitutes for habitats can you think of that would make a spacecraft a home rather than a vehicle? I will give a couple suggestions:

Gourmet Kitchen: A free fall adapted kitchen with the best cooking equipment that is capable of allowong one person to produce fresh gourmet meals for twenty people per meal period from preserved ingredients. Any crew member who receives gourmet meals for a month will receive a +1 morale bonus to their skills due to good morale.

Spice Garden: Spices allow people who operate in free fall to enjoy food because they can taste what they are eating. Every cabin worth of spice gardens provides the hydroponics systems required to grow sufficient spices for 20 people. If a spacecraft possesses sufficient spices to support its crew, its crew receives a +1 bonus to their skills due to good morale. Extra spices may be traded among spacers for the equivalent of $30 per person-month of spices or may provide a +1 reaction bonus when given as gifts to spacers.

I should think the primary difference would be in having space for dependents. A ship belonging to a fully nomadic society, as opposed to one whose crew has a base (or which is composed of expendable vagrants with a wife in every starport) will have to have such care facilities.

Besides that, your best bet is a multi-purpose room rather then specializing to much.

A bowling ally is an absurd extravagance except aboard an opulent Titanic-like liner. But a gaming table is possible and electronics economizes on space. A basketball court is out of the question but a net like you have in Andromeda or a set of weights like in Firefly is possible. The kiddies can have a separate space for them but they should be making some contribution to the tribe's common good as soon as they are grown up enough.

Decoration is easily put on and any ship might have some. Freelance Traveller has an article about starship interior decorating.

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"The navy could probably win a war without coffee but would prefer not to try"-Samuel Eliot Morrison

I tend to disagree. The benefit of, say, a really good kitchen should probably be limited to a bonus to Cooking. If you feel good meals give a bonus due to morale (though I think +1 to all skills is far too generous), it should be tied to effective Cooking skill rather than equipment. After all, I'm pretty sure Emeril Lagasse could make better meals in a hotel efficiency kitchen than I could make in the finest restaurant kitchen in Paris.

Having morale modifiers imposed by living conditions is not a ridiculous thing to do. However, If you're going to use morale that way, you probably want to start by imposing a penalty for situations that don't meet expectations. You'll also want to outline a set of skill/situations that it applies in, and provide a way for strong willed characters to resist and overcome the situation.

Living in tight spaceship quarters is only one of many situations this would apply to.